app.c 23 KB

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  1. /* Copyright (C) 2023 Salvatore Sanfilippo -- All Rights Reserved
  2. * See the LICENSE file for information about the license. */
  3. #include <furi.h>
  4. #include <furi_hal.h>
  5. #include <input/input.h>
  6. #include <gui/gui.h>
  7. #include <stdlib.h>
  8. #include <gui/gui.h>
  9. #include <gui/view_dispatcher.h>
  10. #include <gui/scene_manager.h>
  11. #include <math.h>
  12. #define TAG "Asteroids" // Used for logging
  13. #define DEBUG_MSG 1
  14. #define SCREEN_XRES 128
  15. #define SCREEN_YRES 64
  16. #define GAME_START_LIVES 3
  17. #ifndef PI
  18. #define PI 3.14159265358979f
  19. #endif
  20. /* ============================ Data structures ============================= */
  21. typedef struct Ship {
  22. float x, /* Ship x position. */
  23. y, /* Ship y position. */
  24. vx, /* x velocity. */
  25. vy, /* y velocity. */
  26. rot; /* Current rotation. 2*PI full ortation. */
  27. } Ship;
  28. typedef struct Bullet {
  29. float x, y, vx, vy; /* Fields like in ship. */
  30. uint32_t ttl; /* Time to live, in ticks. */
  31. } Bullet;
  32. typedef struct Asteroid {
  33. float x, y, vx, vy, rot, /* Fields like ship. */
  34. rot_speed, /* Angular velocity (rot speed and sense). */
  35. size; /* Asteroid size. */
  36. uint8_t shape_seed; /* Seed to give random shape. */
  37. } Asteroid;
  38. #define MAXBUL 10 /* Max bullets on the screen. */
  39. #define MAXAST 32 /* Max asteroids on the screen. */
  40. #define SHIP_HIT_ANIMATION_LEN 15
  41. typedef struct AsteroidsApp {
  42. /* GUI */
  43. Gui* gui;
  44. ViewPort* view_port; /* We just use a raw viewport and we render
  45. everything into the low level canvas. */
  46. FuriMessageQueue* event_queue; /* Keypress events go here. */
  47. /* Game state. */
  48. int running; /* Once false exists the app. */
  49. bool gameover; /* Gameover status. */
  50. uint32_t ticks; /* Game ticks. Increments at each refresh. */
  51. uint32_t score; /* Game score. */
  52. uint32_t lives; /* Number of lives in the current game. */
  53. uint32_t ship_hit; /* When non zero, the ship was hit by an asteroid
  54. and we need to show an animation as long as
  55. its value is non-zero (and decrease it's value
  56. at each tick of animation). */
  57. /* Ship state. */
  58. struct Ship ship;
  59. /* Bullets state. */
  60. struct Bullet bullets[MAXBUL]; /* Each bullet state. */
  61. int bullets_num; /* Active bullets. */
  62. uint32_t last_bullet_tick; /* Tick the last bullet was fired. */
  63. /* Asteroids state. */
  64. Asteroid asteroids[MAXAST]; /* Each asteroid state. */
  65. int asteroids_num; /* Active asteroids. */
  66. uint32_t pressed[InputKeyMAX]; /* pressed[id] is true if pressed.
  67. Each array item contains the time
  68. in milliseconds the key was pressed. */
  69. bool fire; /* Short press detected: fire a bullet. */
  70. } AsteroidsApp;
  71. /* ============================== Prototyeps ================================ */
  72. // Only functions called before their definition are here.
  73. void restart_game_after_gameover(AsteroidsApp* app);
  74. uint32_t key_pressed_time(AsteroidsApp* app, InputKey key);
  75. /* ============================ 2D drawing ================================== */
  76. /* This structure represents a polygon of at most POLY_MAX points.
  77. * The function draw_poly() is able to render it on the screen, rotated
  78. * by the amount specified. */
  79. #define POLY_MAX 8
  80. typedef struct Poly {
  81. float x[POLY_MAX];
  82. float y[POLY_MAX];
  83. uint32_t points; /* Number of points actually populated. */
  84. } Poly;
  85. /* Define the polygons we use. */
  86. Poly ShipPoly = {{-3, 0, 3}, {-3, 6, -3}, 3};
  87. /* Rotate the point of the poligon 'poly' and store the new rotated
  88. * polygon in 'rot'. The polygon is rotated by an angle 'a', with
  89. * center at 0,0. */
  90. void rotate_poly(Poly* rot, Poly* poly, float a) {
  91. /* We want to compute sin(a) and cos(a) only one time
  92. * for every point to rotate. It's a slow operation. */
  93. float sin_a = (float)sin(a);
  94. float cos_a = (float)cos(a);
  95. for(uint32_t j = 0; j < poly->points; j++) {
  96. rot->x[j] = poly->x[j] * cos_a - poly->y[j] * sin_a;
  97. rot->y[j] = poly->y[j] * cos_a + poly->x[j] * sin_a;
  98. }
  99. rot->points = poly->points;
  100. }
  101. /* This is an 8 bit LFSR we use to generate a predictable and fast
  102. * pseudorandom sequence of numbers, to give a different shape to
  103. * each asteroid. */
  104. void lfsr_next(unsigned char* prev) {
  105. unsigned char lsb = *prev & 1;
  106. *prev = *prev >> 1;
  107. if(lsb == 1) *prev ^= 0b11000111;
  108. *prev ^= *prev << 7; /* Mix things a bit more. */
  109. }
  110. /* Render the polygon 'poly' at x,y, rotated by the specified angle. */
  111. void draw_poly(Canvas* const canvas, Poly* poly, uint8_t x, uint8_t y, float a) {
  112. Poly rot;
  113. rotate_poly(&rot, poly, a);
  114. canvas_set_color(canvas, ColorBlack);
  115. for(uint32_t j = 0; j < rot.points; j++) {
  116. uint32_t a = j;
  117. uint32_t b = j + 1;
  118. if(b == rot.points) b = 0;
  119. canvas_draw_line(canvas, x + rot.x[a], y + rot.y[a], x + rot.x[b], y + rot.y[b]);
  120. }
  121. }
  122. /* A bullet is just a + pixels pattern. A single pixel is not
  123. * visible enough. */
  124. void draw_bullet(Canvas* const canvas, Bullet* b) {
  125. canvas_draw_dot(canvas, b->x - 1, b->y);
  126. canvas_draw_dot(canvas, b->x + 1, b->y);
  127. canvas_draw_dot(canvas, b->x, b->y);
  128. canvas_draw_dot(canvas, b->x, b->y - 1);
  129. canvas_draw_dot(canvas, b->x, b->y + 1);
  130. }
  131. /* Draw an asteroid. The asteroid shapes is computed on the fly and
  132. * is not stored in a permanent shape structure. In order to generate
  133. * the shape, we use an initial fixed shape that we resize according
  134. * to the asteroid size, perturbate according to the asteroid shape
  135. * seed, and finally draw it rotated of the right amount. */
  136. void draw_asteroid(Canvas* const canvas, Asteroid* ast) {
  137. Poly ap;
  138. /* Start with what is kinda of a circle. Note that this could be
  139. * stored into a template and copied here, to avoid computing
  140. * sin() / cos(). But the Flipper can handle it without problems. */
  141. uint8_t r = ast->shape_seed;
  142. for(int j = 0; j < 8; j++) {
  143. float a = (PI * 2) / 8 * j;
  144. /* Before generating the point, to make the shape unique generate
  145. * a random factor between .7 and 1.3 to scale the distance from
  146. * the center. However this asteroid should have its unique shape
  147. * that remains always the same, so we use a predictable PRNG
  148. * implemented by an 8 bit shift register. */
  149. lfsr_next(&r);
  150. float scaling = .7 + ((float)r / 255 * .6);
  151. ap.x[j] = (float)sin(a) * ast->size * scaling;
  152. ap.y[j] = (float)cos(a) * ast->size * scaling;
  153. }
  154. ap.points = 8;
  155. draw_poly(canvas, &ap, ast->x, ast->y, ast->rot);
  156. }
  157. /* Draw small ships in the top-right part of the screen, one for
  158. * each left live. */
  159. void draw_left_lives(Canvas* const canvas, AsteroidsApp* app) {
  160. int lives = app->lives;
  161. int x = SCREEN_XRES - 5;
  162. Poly mini_ship = {{-2, 0, 2}, {-2, 4, -2}, 3};
  163. while(lives--) {
  164. draw_poly(canvas, &mini_ship, x, 6, PI);
  165. x -= 6;
  166. }
  167. }
  168. /* Given the current position, update it according to the velocity and
  169. * wrap it back to the other side if the object went over the screen. */
  170. void update_pos_by_velocity(float* x, float* y, float vx, float vy) {
  171. /* Return back from one side to the other of the screen. */
  172. *x += vx;
  173. *y += vy;
  174. if(*x >= SCREEN_XRES)
  175. *x = 0;
  176. else if(*x < 0)
  177. *x = SCREEN_XRES - 1;
  178. if(*y >= SCREEN_YRES)
  179. *y = 0;
  180. else if(*y < 0)
  181. *y = SCREEN_YRES - 1;
  182. }
  183. /* Render the current game screen. */
  184. void render_callback(Canvas* const canvas, void* ctx) {
  185. AsteroidsApp* app = ctx;
  186. /* Clear screen. */
  187. canvas_set_color(canvas, ColorWhite);
  188. canvas_draw_box(canvas, 0, 0, SCREEN_XRES - 1, SCREEN_YRES - 1);
  189. /* Draw score. */
  190. canvas_set_color(canvas, ColorBlack);
  191. canvas_set_font(canvas, FontSecondary);
  192. char score[32];
  193. snprintf(score, sizeof(score), "%lu", app->score);
  194. canvas_draw_str(canvas, 0, 8, score);
  195. /* Draw left ships. */
  196. draw_left_lives(canvas, app);
  197. /* Draw ship, asteroids, bullets. */
  198. draw_poly(canvas, &ShipPoly, app->ship.x, app->ship.y, app->ship.rot);
  199. for(int j = 0; j < app->bullets_num; j++) draw_bullet(canvas, &app->bullets[j]);
  200. for(int j = 0; j < app->asteroids_num; j++) draw_asteroid(canvas, &app->asteroids[j]);
  201. /* Game over text. */
  202. if(app->gameover) {
  203. canvas_set_color(canvas, ColorBlack);
  204. canvas_set_font(canvas, FontPrimary);
  205. canvas_draw_str(canvas, 28, 35, "GAME OVER");
  206. canvas_set_font(canvas, FontSecondary);
  207. canvas_draw_str(canvas, 25, 50, "Press OK to restart");
  208. }
  209. }
  210. /* ============================ Game logic ================================== */
  211. float distance(float x1, float y1, float x2, float y2) {
  212. float dx = x1 - x2;
  213. float dy = y1 - y2;
  214. return sqrt(dx * dx + dy * dy);
  215. }
  216. /* Detect a collision between the object at x1,y1 of radius r1 and
  217. * the object at x2, y2 of radius r2. A factor < 1 will make the
  218. * function detect the collision even if the objects are yet not
  219. * relly touching, while a factor > 1 will make it detect the collision
  220. * only after they are a bit overlapping. It basically is used to
  221. * rescale the distance.
  222. *
  223. * Note that in this simplified 2D world, objects are all considered
  224. * spheres (this is why this function only takes the radius). This
  225. * is, after all, kinda accurate for asteroids, for bullets, and
  226. * even for the ship "core" itself. */
  227. bool objects_are_colliding(float x1, float y1, float r1, float x2, float y2, float r2, float factor) {
  228. /* The objects are colliding if the distance between object 1 and 2
  229. * is smaller than the sum of the two radiuses r1 and r2.
  230. * So it would be like: sqrt((x1-x2)^2+(y1-y2)^2) < r1+r2.
  231. * However we can avoid computing the sqrt (which is slow) by
  232. * squaring the second term and removing the square root, making
  233. * the comparison like this:
  234. *
  235. * (x1-x2)^2+(y1-y2)^2 < (r1+r2)^2. */
  236. float dx = (x1 - x2) * factor;
  237. float dy = (y1 - y2) * factor;
  238. float rsum = r1 + r2;
  239. return dx * dx + dy * dy < rsum * rsum;
  240. }
  241. /* Create a new bullet headed in the same direction of the ship. */
  242. void ship_fire_bullet(AsteroidsApp* app) {
  243. if(app->bullets_num == MAXBUL) return;
  244. Bullet* b = &app->bullets[app->bullets_num];
  245. b->x = app->ship.x;
  246. b->y = app->ship.y;
  247. b->vx = -sin(app->ship.rot);
  248. b->vy = cos(app->ship.rot);
  249. /* Ship should fire from its head, not in the middle. */
  250. b->x += b->vx * 5;
  251. b->y += b->vy * 5;
  252. /* Give the bullet some velocity (for now the vector is just
  253. * normalized to 1). */
  254. b->vx *= 3;
  255. b->vy *= 3;
  256. /* It's more realistic if we add the velocity vector of the
  257. * ship, too. Otherwise if the ship is going fast the bullets
  258. * will be slower, which is not how the world works. */
  259. b->vx += app->ship.vx;
  260. b->vy += app->ship.vy;
  261. b->ttl = 50; /* The bullet will disappear after N ticks. */
  262. app->bullets_num++;
  263. }
  264. /* Remove the specified bullet by id (index in the array). */
  265. void remove_bullet(AsteroidsApp* app, int bid) {
  266. /* Replace the top bullet with the empty space left
  267. * by the removal of this bullet. This way we always take the
  268. * array dense, which is an advantage when looping. */
  269. int n = --app->bullets_num;
  270. if(n && bid != n) app->bullets[bid] = app->bullets[n];
  271. }
  272. /* Create a new asteroid, away from the ship. Return the
  273. * pointer to the asteroid object, so that the caller can change
  274. * certain things of the asteroid if needed. */
  275. Asteroid* add_asteroid(AsteroidsApp* app) {
  276. if(app->asteroids_num == MAXAST) return NULL;
  277. float size = 4 + rand() % 15;
  278. float min_distance = 20;
  279. float x, y;
  280. do {
  281. x = rand() % SCREEN_XRES;
  282. y = rand() % SCREEN_YRES;
  283. } while(distance(app->ship.x, app->ship.y, x, y) < min_distance + size);
  284. Asteroid* a = &app->asteroids[app->asteroids_num++];
  285. a->x = x;
  286. a->y = y;
  287. a->vx = 2 * (-.5 + ((float)rand() / RAND_MAX));
  288. a->vy = 2 * (-.5 + ((float)rand() / RAND_MAX));
  289. a->size = size;
  290. a->rot = 0;
  291. a->rot_speed = ((float)rand() / RAND_MAX) / 10;
  292. if(app->ticks & 1) a->rot_speed = -(a->rot_speed);
  293. a->shape_seed = rand() & 255;
  294. return a;
  295. }
  296. /* Remove the specified asteroid by id (index in the array). */
  297. void remove_asteroid(AsteroidsApp* app, int id) {
  298. /* Replace the top asteroid with the empty space left
  299. * by the removal of this one. This way we always take the
  300. * array dense, which is an advantage when looping. */
  301. int n = --app->asteroids_num;
  302. if(n && id != n) app->asteroids[id] = app->asteroids[n];
  303. }
  304. /* Called when an asteroid was reached by a bullet. The asteroid
  305. * hit is the one with the specified 'id'. */
  306. void asteroid_was_hit(AsteroidsApp* app, int id) {
  307. float sizelimit = 6; // Smaller than that polverize in one shot.
  308. Asteroid* a = &app->asteroids[id];
  309. /* Asteroid is large enough to break into fragments. */
  310. float size = a->size;
  311. float x = a->x, y = a->y;
  312. remove_asteroid(app, id);
  313. if(size > sizelimit) {
  314. int max_fragments = size / sizelimit;
  315. int fragments = 2 + rand() % max_fragments;
  316. float newsize = size / fragments;
  317. if(newsize < 2) newsize = 2;
  318. for(int j = 0; j < fragments; j++) {
  319. a = add_asteroid(app);
  320. if(a == NULL) break; // Too many asteroids on screen.
  321. a->x = x + -(size / 2) + rand() % (int)newsize;
  322. a->y = y + -(size / 2) + rand() % (int)newsize;
  323. a->size = newsize;
  324. }
  325. } else {
  326. app->score++;
  327. }
  328. }
  329. /* Set gameover state. When in game-over mode, the game displays a gameover
  330. * text with a background of many asteroids floating around. */
  331. void game_over(AsteroidsApp* app) {
  332. restart_game_after_gameover(app);
  333. app->gameover = true;
  334. int asteroids = 8;
  335. while(asteroids-- && add_asteroid(app) != NULL)
  336. ;
  337. }
  338. /* Function called when a collision between the asteroid and the
  339. * ship is detected. */
  340. void ship_was_hit(AsteroidsApp* app) {
  341. app->ship_hit = SHIP_HIT_ANIMATION_LEN;
  342. if(app->lives) {
  343. app->lives--;
  344. } else {
  345. game_over(app);
  346. }
  347. }
  348. /* Restart game after the ship is hit. Will reset the ship position, bullets
  349. * and asteroids to restart the game. */
  350. void restart_game(AsteroidsApp* app) {
  351. app->ship.x = SCREEN_XRES / 2;
  352. app->ship.y = SCREEN_YRES / 2;
  353. app->ship.rot = PI; /* Start headed towards top. */
  354. app->ship.vx = 0;
  355. app->ship.vy = 0;
  356. app->bullets_num = 0;
  357. app->last_bullet_tick = 0;
  358. app->asteroids_num = 0;
  359. }
  360. /* Called after gameover to restart the game. This function
  361. * also calls restart_game(). */
  362. void restart_game_after_gameover(AsteroidsApp* app) {
  363. app->gameover = false;
  364. app->ticks = 0;
  365. app->score = 0;
  366. app->ship_hit = 0;
  367. app->lives = GAME_START_LIVES;
  368. restart_game(app);
  369. }
  370. /* Move bullets. */
  371. void update_bullets_position(AsteroidsApp* app) {
  372. for(int j = 0; j < app->bullets_num; j++) {
  373. update_pos_by_velocity(
  374. &app->bullets[j].x, &app->bullets[j].y, app->bullets[j].vx, app->bullets[j].vy);
  375. if(--app->bullets[j].ttl == 0) {
  376. remove_bullet(app, j);
  377. j--; /* Process this bullet index again: the removal will
  378. fill it with the top bullet to take the array dense. */
  379. }
  380. }
  381. }
  382. /* Move asteroids. */
  383. void update_asteroids_position(AsteroidsApp* app) {
  384. for(int j = 0; j < app->asteroids_num; j++) {
  385. update_pos_by_velocity(
  386. &app->asteroids[j].x, &app->asteroids[j].y, app->asteroids[j].vx, app->asteroids[j].vy);
  387. app->asteroids[j].rot += app->asteroids[j].rot_speed;
  388. if(app->asteroids[j].rot < 0)
  389. app->asteroids[j].rot = 2 * PI;
  390. else if(app->asteroids[j].rot > 2 * PI)
  391. app->asteroids[j].rot = 0;
  392. }
  393. }
  394. /* Collision detection and game state update based on collisions. */
  395. void detect_collisions(AsteroidsApp* app) {
  396. /* Detect collision between bullet and asteroid. */
  397. for(int j = 0; j < app->bullets_num; j++) {
  398. Bullet* b = &app->bullets[j];
  399. for(int i = 0; i < app->asteroids_num; i++) {
  400. Asteroid* a = &app->asteroids[i];
  401. if(objects_are_colliding(a->x, a->y, a->size, b->x, b->y, 1.5, 1)) {
  402. asteroid_was_hit(app, i);
  403. remove_bullet(app, j);
  404. /* The bullet no longer exist. Break the loop.
  405. * However we want to start processing from the
  406. * same bullet index, since now it is used by
  407. * another bullet (see remove_bullet()). */
  408. j--; /* Scan this j value again. */
  409. break;
  410. }
  411. }
  412. }
  413. /* Detect collision between ship and asteroid. */
  414. for(int j = 0; j < app->asteroids_num; j++) {
  415. Asteroid* a = &app->asteroids[j];
  416. if(objects_are_colliding(a->x, a->y, a->size, app->ship.x, app->ship.y, 4, 1)) {
  417. ship_was_hit(app);
  418. break;
  419. }
  420. }
  421. }
  422. /* This is the main game execution function, called 10 times for
  423. * second (with the Flipper screen latency, an higher FPS does not
  424. * make sense). In this function we update the position of objects based
  425. * on velocity. Detect collisions. Update the score and so forth.
  426. *
  427. * Each time this function is called, app->tick is incremented. */
  428. void game_tick(void* ctx) {
  429. AsteroidsApp* app = ctx;
  430. /* There are two special screens:
  431. *
  432. * 1. Ship was hit, we frozen the game as long as ship_hit isn't zero
  433. * again, and show an animation of a rotating ship. */
  434. if(app->ship_hit) {
  435. app->ship.rot += 0.5;
  436. app->ship_hit--;
  437. view_port_update(app->view_port);
  438. if(app->ship_hit == 0) {
  439. restart_game(app);
  440. }
  441. return;
  442. } else if(app->gameover) {
  443. /* 2. Game over. We need to update only background asteroids. In this
  444. * state the game just displays a GAME OVER text with the floating
  445. * asteroids in backgroud. */
  446. if(key_pressed_time(app, InputKeyOk) > 100) {
  447. restart_game_after_gameover(app);
  448. }
  449. update_asteroids_position(app);
  450. view_port_update(app->view_port);
  451. return;
  452. }
  453. /* Handle keypresses. */
  454. if(app->pressed[InputKeyLeft]) app->ship.rot -= .35;
  455. if(app->pressed[InputKeyRight]) app->ship.rot += .35;
  456. if(app->pressed[InputKeyUp]) {
  457. app->ship.vx -= 0.5 * (float)sin(app->ship.rot);
  458. app->ship.vy += 0.5 * (float)cos(app->ship.rot);
  459. } else if(app->pressed[InputKeyDown]) {
  460. app->ship.vx *= 0.75;
  461. app->ship.vy *= 0.75;
  462. }
  463. /* Fire a bullet if needed. app->fire is set in
  464. * asteroids_update_keypress_state() since depends on exact
  465. * pressure timing. */
  466. if(app->fire) {
  467. uint32_t bullet_min_period = 200; // In milliseconds
  468. uint32_t now = furi_get_tick();
  469. if(now - app->last_bullet_tick >= bullet_min_period) {
  470. ship_fire_bullet(app);
  471. app->last_bullet_tick = now;
  472. }
  473. app->fire = false;
  474. }
  475. /* Update positions and detect collisions. */
  476. update_pos_by_velocity(&app->ship.x, &app->ship.y, app->ship.vx, app->ship.vy);
  477. update_bullets_position(app);
  478. update_asteroids_position(app);
  479. detect_collisions(app);
  480. /* From time to time, create a new asteroid. The more asteroids
  481. * already on the screen, the smaller probability of creating
  482. * a new one. */
  483. if(app->asteroids_num == 0 || (random() % 5000) < (30 / (1 + app->asteroids_num))) {
  484. add_asteroid(app);
  485. }
  486. app->ticks++;
  487. view_port_update(app->view_port);
  488. }
  489. /* ======================== Flipper specific code =========================== */
  490. /* Here all we do is putting the events into the queue that will be handled
  491. * in the while() loop of the app entry point function. */
  492. void input_callback(InputEvent* input_event, void* ctx) {
  493. AsteroidsApp* app = ctx;
  494. furi_message_queue_put(app->event_queue, input_event, FuriWaitForever);
  495. }
  496. /* Allocate the application state and initialize a number of stuff.
  497. * This is called in the entry point to create the application state. */
  498. AsteroidsApp* asteroids_app_alloc() {
  499. AsteroidsApp* app = malloc(sizeof(AsteroidsApp));
  500. app->gui = furi_record_open(RECORD_GUI);
  501. app->view_port = view_port_alloc();
  502. view_port_draw_callback_set(app->view_port, render_callback, app);
  503. view_port_input_callback_set(app->view_port, input_callback, app);
  504. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  505. app->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  506. app->running = 1; /* Turns 0 when back is pressed. */
  507. restart_game_after_gameover(app);
  508. memset(app->pressed, 0, sizeof(app->pressed));
  509. return app;
  510. }
  511. /* Free what the application allocated. It is not clear to me if the
  512. * Flipper OS, once the application exits, will be able to reclaim space
  513. * even if we forget to free something here. */
  514. void asteroids_app_free(AsteroidsApp* app) {
  515. furi_assert(app);
  516. // View related.
  517. view_port_enabled_set(app->view_port, false);
  518. gui_remove_view_port(app->gui, app->view_port);
  519. view_port_free(app->view_port);
  520. furi_record_close(RECORD_GUI);
  521. furi_message_queue_free(app->event_queue);
  522. app->gui = NULL;
  523. free(app);
  524. }
  525. /* Return the time in milliseconds the specified key is continuously
  526. * pressed. Or 0 if it is not pressed. */
  527. uint32_t key_pressed_time(AsteroidsApp* app, InputKey key) {
  528. return app->pressed[key] == 0 ? 0 : furi_get_tick() - app->pressed[key];
  529. }
  530. /* Handle keys interaction. */
  531. void asteroids_update_keypress_state(AsteroidsApp* app, InputEvent input) {
  532. if(input.type == InputTypePress) {
  533. app->pressed[input.key] = furi_get_tick();
  534. } else if(input.type == InputTypeRelease) {
  535. uint32_t dur = key_pressed_time(app, input.key);
  536. app->pressed[input.key] = 0;
  537. if(dur < 200 && input.key == InputKeyOk) app->fire = true;
  538. }
  539. }
  540. int32_t asteroids_app_entry(void* p) {
  541. UNUSED(p);
  542. AsteroidsApp* app = asteroids_app_alloc();
  543. /* Create a timer. We do data analysis in the callback. */
  544. FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, app);
  545. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
  546. /* This is the main event loop: here we get the events that are pushed
  547. * in the queue by input_callback(), and process them one after the
  548. * other. */
  549. InputEvent input;
  550. while(app->running) {
  551. FuriStatus qstat = furi_message_queue_get(app->event_queue, &input, 100);
  552. if(qstat == FuriStatusOk) {
  553. if(DEBUG_MSG)
  554. FURI_LOG_E(TAG, "Main Loop - Input: type %d key %u", input.type, input.key);
  555. /* Handle navigation here. Then handle view-specific inputs
  556. * in the view specific handling function. */
  557. if(input.type == InputTypeShort && input.key == InputKeyBack) {
  558. app->running = 0;
  559. } else {
  560. asteroids_update_keypress_state(app, input);
  561. }
  562. } else {
  563. /* Useful to understand if the app is still alive when it
  564. * does not respond because of bugs. */
  565. if(DEBUG_MSG) {
  566. static int c = 0;
  567. c++;
  568. if(!(c % 20)) FURI_LOG_E(TAG, "Loop timeout");
  569. }
  570. }
  571. }
  572. furi_timer_free(timer);
  573. asteroids_app_free(app);
  574. return 0;
  575. }